System and method for modifying actions of a group of characters via group interactions

ABSTRACT

Character behavior and action in a video game are driven by a character&#39;s gene attributes and modified by a character&#39;s emotional attributes. The character&#39;s gene attributes are classified as static attributes, dynamic attributes, and meta attributes. A subset of the dynamic attributes include the character&#39;s emotional attributes expressed as numerical hate/love (H/L) values stored in H/L tables. Game interactions modify a group of characters&#39; H/L values and subsequent behavior.

CROSS REFERENCE TO RELATED APPLICATION

[0001] This application claims the benefit of Provisional PatentApplication Serial No. 60/401,879, filed Aug. 7, 2002, entitled “Systemand Method for Training a Group of Characters Via Group Interactions,”which is incorporated herein by reference.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] This invention relates generally to electronic systems and moreparticularly to a system and method for training a group of charactersto modify character behavior via group interactions.

[0004] 2. Description of the Background Art

[0005] In electronic systems, particularly entertainment and gamingsystems, a user typically controls the behavior or actions of at leastone character in a game program using some type of manually activatedcontroller device. Conventional controller devices include joysticks,switches, buttons, and keyboards. Further, some gaming systems usespecifically designed control devices, such as a steering wheel andpedals for driving simulations, or a stick and pedals for flightsimulations. Yet more advanced gaming systems may use voice controls orhuman movements in a virtual reality game.

[0006] In gaming systems using manually activated controller devices, acontroller device, typically, utilizes buttons and keystrokes assignedwith different meanings according to the requirements of the particulargame. As an example, a game may have a particular button correspondingto a punch, while in another game the same button may correspond tofiring a gun. In many games, a user can only control the actions of asingle character. Although games may allow the user to control a groupof characters, the characters typically act as a unit, so the group ofcharacters effectively acts as a single character. Virtually allconventional games allow for manual user control of at least onecharacter.

[0007] As game players become more sophisticated, the players aredemanding more advanced forms of gaming. Early forms of electronic gamesconsisted of simple blocks and moving targets (e.g., Breakout, SpaceInvaders, Centipede). Over time, the games became graphically moredetailed and intricate. More recently, virtual reality games have becomepopular. Virtual reality games allow for the player to immersethemselves into the gaming environment and interact with variouselements of the environment. However, all of these types of gamesrequire a large amount of manual control over character actions duringthe game play.

[0008] Furthermore, conventional games do not normally create any formof attachment or emotion between game characters and a human player. Thegame character is considered just an element of the game used forentertainment value. This lack of attachment or caring for the characteris partly due to the perception that the character is not “alive.”However, if the character projects life-like features and humancharacteristics, such as having feelings, the player is more likely toform an emotional attachment to the character.

[0009] In addition, users of conventional games do not typically utilizegame character emotions as strategic game elements that may train oraffect groups of characters via game play interactions. Emotions add alevel of complexity and unpredictability to character behavior, andfurther add to a user's arsenal of strategic weapons to enhance gameplay enjoyment.

[0010] Therefore, there is a need for a system and method for dynamicmodification of a character's actions based upon group interactionsduring game play.

SUMMARY OF THE INVENTION

[0011] According to the present invention, character behavior in a videogame is driven by a character's gene attributes and modified by acharacter's emotional attributes. The character's gene attributes areclassified as static attributes, dynamic attributes, and metaattributes. A subset of the dynamic attributes include the character'semotional attributes expressed as numerical hate/love (H/L) valuesstored in H/L tables. In one embodiment of the present invention, thevideo game software uses the character's emotional attributes and thecharacter's gene attributes to determine the character's behavior andactions. For example, a given game character observes an enemy. If thecharacter is hungry, the character chooses between eating or attackingthe enemy, depending upon the character's level of hunger and thecharacter's level of hatred directed towards the enemy, as expressed byH/L values stored in H/L tables.

[0012] In a further embodiment of the present invention, the character'semotional attributes are based on H/L values that are dynamicallychanged through interactions of a group of characters with one another.For example, a character A with desirable emotional attributes may beused to train a group of characters. Characters of the group “learn”character A's behavior through group interactions, such as conversationsand/or observations.

[0013] In another embodiment of the present invention, if character Aconverses with character B, the video game software adjusts characterA's H/L values and character B's H/L values based upon informationexchanged during the conversation. Similarly, additional conversationsinvolving character A with other group characters and/or character Bwith other group characters modifies these other characters' H/L valuesas the exchanged information propagates throughout the entire group.Eventually, an approximate steady state emotional equilibrium is reachedas the newly introduced information is distributed through the group.

[0014] In another embodiment of the present invention, if character Aand character B interact via a conversation, for example, the video gamesoftware replaces character A's emotional attributes and character B'semotional attributes with a computed average of character A's emotionalattributes and character B's emotional attributes.

BRIEF DESCRIPTION OF THE DRAWINGS

[0015]FIG. 1 is a block diagram of an exemplary electronic entertainmentsystem, according to the present invention;

[0016]FIG. 2 is a block diagram of one embodiment of the main memory ofFIG. 1, according to the present invention;

[0017]FIG. 3A is a block diagram of an exemplary embodiment of datastorage of FIG. 2, according to the present invention;

[0018]FIG. 3B is a block diagram of an exemplary embodiment of thecharacter A data storage module of FIG. 3A, according to the presentinvention;

[0019]FIG. 4 is a block diagram of an exemplary embodiment of the staticparameter table of FIG. 3, according to the present invention;

[0020]FIG. 5 is a block diagram of an exemplary embodiment of thedynamic parameter table of FIG. 3, according to the present invention;

[0021]FIG. 6 is a block diagram of an exemplary embodiment of the metaparameter table of FIG. 3, according to the present invention;

[0022]FIG. 7 is a block diagram of an exemplary embodiment of theemotion tables of FIG. 3, according to the present invention; and

[0023]FIG. 8 is a flowchart of method steps for dynamic behavioralmodification based upon game interactions, according to one embodimentof the present invention.

DETAILED DESCRIPTION OF THE DRAWINGS

[0024]FIG. 1 is a block diagram of an exemplary electronic entertainmentsystem 100 according to the present invention. The entertainment system100 includes a main memory 102, a central processing unit (CPU) 104, atleast one vector unit 106, a graphics processing unit 108, aninput/output (I/O) processor 110, an I/O processor memory 112, acontroller interface 114, a memory card 116, a Universal Serial Bus(USB) interface 118, and an IEEE 1394 interface 120, although other busstandards and interfaces may be utilized. The entertainment system 100further includes an operating system read-only memory (OS ROM) 122, asound processing unit 124, an optical disc control unit 126, and a harddisc drive 128, which are connected via a bus 130 to the I/O processor110. Preferably, the entertainment system 100 is an electronic gamingconsole. Alternatively, the entertainment system 100 may be implementedas a general-purpose computer, a set-top box, or a hand-held gamingdevice. Further, similar entertainment systems may contain more or lessoperating components.

[0025] The CPU 104, the vector unit 106, the graphics processing unit108, and the I/O processor 110 communicate via a system bus 132.Further, the CPU 104 communicates with the main memory 102 via adedicated bus 134, while the vector unit 106 and the graphics processingunit 108 may communicate through a dedicated bus 136. The CPU 104executes programs stored in the OS ROM 122 and the main memory 102. Themain memory 102 may contain prestored programs and programs transferredthrough the I/O Processor 110 from a CD-ROM, DVD-ROM, or other opticaldisc (not shown) using the optical disc control unit 126. The I/Oprocessor 110 primarily controls data exchanges between the variousdevices of the entertainment system 100 including the CPU 104, thevector unit 106, the graphics processing unit 108, and the controllerinterface 114.

[0026] The graphics processing unit 108 executes graphics instructionsreceived from the CPU 104 and the vector unit 106 to produce images fordisplay on a display device (not shown). For example, the vector unit106 may transform objects from three-dimensional coordinates totwo-dimensional coordinates, and send the two-dimensional coordinates tothe graphics processing unit 108. Furthermore, the sound processing unit124 executes instructions to produce sound signals that are outputted toan audio device such as speakers (not shown).

[0027] A user of the entertainment system 100 provides instructions viathe controller interface 114 to the CPU 104. For example, the user mayinstruct the CPU 104 to store certain game information on the memorycard 116 or instruct a character in a game to perform some specifiedaction. Other devices may be connected to the entertainment system 100via the USB interface 118 and the IEEE 1394 interface 120.

[0028]FIG. 2 is a block diagram of one embodiment of the main memory 102of FIG. 1 according to the present invention. The main memory 102 isshown containing a game module 200 which is loaded into the main memory102 from an optical disc in the optical disc control unit 126 (FIG. 1).The game module 200 contains instructions executable by the CPU 104, thevector unit 106, and the sound processing unit 124 of FIG. 1 that allowsa user of the entertainment system 100 (FIG. 1) to play a game. In theexemplary embodiment of FIG. 2, the game module 200 includes datastorage 202, an action generator 204, a characteristic generator 206,and a data table adjuster 208.

[0029] In one embodiment, the action generator 204, the characteristicgenerator 206, and the data table adjuster 208 are software modulesexecutable by the CPU 104. For example, the action generator 204 isexecutable by the CPU 104 to produce game play, including charactermotion and character response; the characteristic generator 206 isexecutable by the CPU 104 to generate a character's expressions asdisplayed on a monitor (not shown); and the data table adjuster 208 isexecutable by the CPU 104 to update data in data storage 202 during gameplay. In addition, the CPU 104 accesses data in data storage 202 asinstructed by the action generator 204, the characteristic generator206, and the data table adjuster 208.

[0030] For the purposes of this exemplary embodiment, the game module200 is a tribal simulation game in which a player creates and trainstribes of characters. A tribe of characters is preferably a group (orteam) of characters associated with a given game user. Preferably, thetribal simulation game includes a plurality of character species, andeach team of characters may include any combination of characters fromany of the character species. A character reacts to other characters andgame situations based upon the character's genetic makeup as expressedby gene attributes. Typically, each character's behavior depends uponone or more gene attributes. Gene attributes that typically remainconstant throughout a character's life are called static attributes;gene attributes that may change during game play in response tocharacter-character, character-group, and character-environmentinteractions are called dynamic attributes; and gene attributes that arefunctions of the static and dynamic attributes are called metaattributes. A character's dynamic and meta attributes may be modified byemotional attributes as quantified by hate/love (H/L) values. Acharacter's H/L values correspond to other species, teams, andcharacters. A character's static attributes, dynamic attributes, metaattributes, and H/L values are described further below in conjunctionwith FIGS. 3-7.

[0031]FIG. 3A is a block diagram of an exemplary embodiment of the datastorage 202 of FIG. 2 according to the present invention. The datastorage 202 includes a character A database 302 a, a character Bdatabase 302 b, and a character C database 302 c. Although the FIG. 3Aembodiment of data storage 202 shows three character databases 302 a,302 b, and 302 c, the scope of the present invention includes any numberof character databases 302.

[0032]FIG. 3B is a block diagram of an exemplary embodiment of thecharacter A database 302 a of FIG. 3A. The character A database 302 aincludes a static parameter table 308, a dynamic parameter table 310, ameta parameter table 312, and emotion tables 314. Character A's staticattributes are stored in the static parameter table 308, character A'sdynamic attributes (preferably not including H/L values) are stored inthe dynamic parameter table 310, character A's meta attributes arestored in the meta parameter table 312, and character A's H/L values arestored in the emotion tables 314. Attributes are also referred to asparameters. Although the static attributes stored in the staticparameter table 308 typically remain constant throughout character A'slife, in an alternate embodiment of the invention, the static attributesmay be changed through character training. Referring back to FIG. 3A,the character B database 302 b and the character C database 302 c aresimilar to the character A database 302 a.

[0033]FIG. 4 is an illustration of an exemplary embodiment of the staticparameter table 308 of FIG. 3B. The static parameter table 308 includesa plurality of static parameters, such as, but not limited to, astrength parameter 402, a speed parameter 404, a sight parameter 406, ahearing parameter 408, a maximum hit point parameter 410, a hunger pointparameter 412, a healing urge parameter 414, a self-healing rateparameter 416, and an aggressive base parameter 418. The scope of theinvention may include other static parameters as well. The strengthparameter 402 corresponds to a character's strength; the speed parameter404 corresponds to how fast a character walks and runs across terrain;the sight parameter 406 corresponds to a character's viewing distance;and the hearing parameter 408 corresponds to a character's hearingdistance. The maximum hit point parameter 410 is, preferably, a healthparameter threshold value, which is discussed further below inconjunction with FIG. 5. The hunger point parameter 412 is a referencevalue to which a character's energy is measured to compute a character'shunger parameter, as will be described further below in conjunction withFIG. 6. Further, the healing urge parameter 414 corresponds to acharacter's desire to heal another character, while the selfhealing rateparameter 416 corresponds to a time rate at which a character healsitself. Finally, the aggressive base parameter 418 is a reference valuethat represents a character's base aggression level, and is describedfurther below in conjunction with FIG. 6. As previously indicated, notall of these parameters are required, and other parameters may becontemplated for use in the present invention.

[0034]FIG. 5 is an illustration of an exemplary embodiment of thedynamic parameter table 310 of FIG. 3B. The dynamic parameter table 310includes a plurality of dynamic parameters, such as an energy parameter502, a health parameter 504, an irritation parameter 506, and a gameexperience parameter 508. However, the scope of the present inventionmay not include all of the above listed parameters and/or include otherdynamic parameters. These dynamic parameters change during game play.For example, the character's energy parameter 502 is a function of thecharacter's consumption of food and the rate at which the character usesenergy. When the character eats, the character's energy parameter 502increases. However, the character is continuously using energy asdefined by the character's metabolic rate. The metabolic rate is a metaparameter dependant upon several static parameters and is furtherdiscussed below in conjunction with FIG. 6.

[0035] In the present embodiment, the health parameter 504 is less thanor equal to the maximum hit point parameter 410 (FIG. 4), and is afunction of the character's energy parameter 502, the character'sself-healing rate parameter 416 (FIG. 4), and a number of characterhits. For example, a character is assigned a health parameter 504 equalto the maximum hit point parameter 410 upon game initialization. Eachtime the character is hit by another character via a physical blow orweapons fire, the character's health parameter 504 decreases. Inaddition, whenever a character's energy parameter 502 falls below apredefined threshold value, the character's health parameter 504decreases. Furthermore, the character's health parameter 504 increasesat the character's self-healing rate 416. Thus, although static anddynamic parameters are stored in separate tables, these parameters areclosely related. For example, the health parameter 504 is based in parton the self-healing rate parameter 416, which is a static parameter.

[0036] Preferably, the character's irritation parameter 506 increases ifthe character is exposed to irritating stimuli, such as the presence ofenemies or weapons fire within the character's range of sight, specifiedby the sight parameter 406 (FIG. 4). The irritation parameter 506decreases over time at a predefined rate.

[0037] Finally, the character's game experience parameter 508 quantifiesa character's game experiences, particularly in association withcharacter participation in tribal games and fighting. For example, anexperienced character has accumulated wisdom, and is less likely to besurprised by game situations and more adept at making game decisions.

[0038]FIG. 6 is an illustration of an exemplary embodiment of the metaparameter table 312 of FIG. 3B. The meta parameter table 312 includes aplurality of meta parameters, such as, but not necessarily completelyinclusive of or limited to, a hunger parameter 602, a metabolic rateparameter 604, an aggression parameter 606, and a fight/flight parameter608. The meta parameters are typically changeable, and are based uponthe static and dynamic parameters. For example, a character's desire toeat is dependent upon the hunger parameter 602. In one embodiment of theinvention, the hunger parameter 602 is a signed value defined by theenergy parameter 502 (FIG. 5) less the hunger point parameter 412 (FIG.4). If the character's hunger parameter 602 is greater than zero, thenthe character is not hungry. However, if the character's hungerparameter 602 is less than zero, then the character is hungry. As thenegative hunger parameter 602 decreases (i.e., becomes more negative),the character's desire to eat increases. This desire to eat may then bebalanced with other desires, such as a desire to attack an enemy or tosearch for a weapons cache. The weighting of these parameters maydetermine a character's behaviors and actions.

[0039] Typically, the metabolic rate parameter 604 is directlyproportional to the character's speed parameter 404 (FIG. 4), thestrength parameter 402 (FIG. 4), and the maximum hit point parameter 410(FIG. 4), while indirectly proportional to the character's hunger pointparameter 412 (FIG. 4) and healing urge parameter 414 (FIG. 4). Forexample, if the character's healing urge parameter 414 is large, thecharacter is likely a calm, non-excitable individual. Therefore thecharacter's metabolic rate parameter 604 would be small. Alternatively,if the character's healing urge parameter 414 is small, the character islikely a highly-strung, excitable individual. Consequently, thecharacter's metabolic rate parameter 604 would be large.

[0040] Finally, the aggression parameter 606 is defined as theaggressive base parameter 418 (FIG. 4) plus the irritation parameter 506(FIG. 5). As the aggression parameter 606 increases, the characterbecomes more aggressive and is more likely to be engaged in fights.

[0041] A character uses the fight/flight parameter 608 to determinewhether, when faced with an enemy or other dangerous situations, tofight or flee the enemy. The fight/flight parameter 608 is preferablybased upon the hunger parameter 602, the aggression parameter 606, thegame experience parameter 508 (FIG. 5), and the energy parameter 502(FIG. 5). In one embodiment of the invention, a large value for thefight/flight parameter 608 corresponds to a character's desire to fight,whereas a small value for the fight/flight parameter 608 corresponds toa character's desire to flee. For example, as the character's hunger oraggression increases, as measured by the character's hunger parameter602 and aggression parameter 606, respectively, the character is morelikely to engage in fights.

[0042]FIG. 7 is an illustration of one embodiment of the emotion tables314 of FIG. 3B, according to the present invention. The emotion tables314 include an individual's hate/love (H/L) table 702, a species H/Ltable 704, and a team H/L table 706. The individual's H/L table 702includes one or more character identification (ID) numbers and one ormore character H/L values, wherein each character ID number isassociated with a character H/L value. For example, character A has a−900 character H/L value corresponding to a character identified bycharacter ID number 192993293. Thus, character A has high hate for theindividual having character ID number 192993293. Conversely, character Ahas a 100 character H/L value for character ID number 339399928. Thispositive H/L value corresponds to a general liking of the individualhaving ID number 339399928. The more negative or positive the H/L valueis, the more the particular individual is hated or loved, respectively.In a further embodiment, the individuals H/L table 702 may also includeindividual character names corresponding to the character ID numbers.

[0043] The species H/L table 704 includes one or more species names andone or more species H/L values. Each species name is associated with aspecies H/L value which represents character A's relationship with eachspecies. Similar to the individuals H/L table 702, the more negative orpositive the H/L value, the more the particular species is hated orloved, respectively. For example, character A has a 100 species H/Lvalue corresponding to the Nids species which implies a general like ofthe Nids species. Conversely, character A has a −500 species H/L valuecorresponding to the Antenids species. Therefore, character A has astrong dislike (i.e., hate) for the Antenids species.

[0044] Similarly, the team H/L table 706 includes one or more team IDnumbers, one or more team H/L values, and one or more team names. Eachteam ID number is associated with a team H/L value and a team name. Forexample, the character A has a 1000 team H/L value corresponding to theFrosties team represented by ID number 139000. Because the H/L value isso high, character A has a deep love for the Frosties team. However,character A has a −500 H/L value corresponding to the Slashers teamrepresented by ID number 939992, thereby representing a hate for thisteam.

[0045] In one embodiment of the invention, the character, species, andteam H/L values range from −1000 to 1000. A character, species, or teamH/L value of 1000 represents unconditional love directed towards thecharacter, species, or team, respectively, while a character, species,or team H/L value of −1000 represents extreme hatred directed towardsthe character, species, or team, respectively. A H/L value of zerorepresents a neutral feeling. In alternate embodiments, the H/L valueranges may be larger or smaller, and may include other maximum andminimum values.

[0046] According to one embodiment of the present invention, the datatable adjuster 208 (FIG. 2) initializes all character and team H/Lvalues to zero upon initiation of a new game. Furthermore, the datatable adjuster 208 initializes all species H/L values to zero or tonon-zero predefined values dependent upon game-defined speciescompatibility. In an alternate embodiment, the data table adjuster 208initializes all species, character, and team H/L values to zero uponinitiation of a new game. In a further embodiment, the data tableadjuster 208 initializes some or all character, species, and team H/Lvalues to non-zero predefined values dependent upon game-definedcharacter, species, and team compatibility. Upon game completion, a usermay save all the H/L values to the memory card 116 (FIG. 1) or the harddisc drive 128 (FIG. 1) for future game play. If the user has instructedthe game module 200 (FIG. 2) to save the H/L values, the data tableadjuster 208 may use the saved H/L values to initialize all game H/Lvalues upon continuation of game play.

[0047]FIG. 8 is an exemplary flowchart 800 of method steps for dynamicbehavioral modification based upon game interactions, according to oneembodiment of the present invention. In step 802, H/L values areinitialized. Initially, a user (not shown) instructs the gameentertainment system 100 (FIG. 1) to execute the game module 200 (FIG.2) via user commands and the controller interface 114 (FIG. 1). The CPU104 (FIG. 1) receives the user commands and executes the data tableadjuster 208 (FIG. 2). The data table adjuster 208 accesses thecharacter, species, and team H/L values and stores the character,species, and team H/L values in the emotions table 314 (FIG. 3). Thesespecies H/L values are set to predefined values dependent upongame-defined species compatibility or results of a previous playing ofthe game. In an initial game play, since characters and teams have notyet interacted via game play, the data table adjuster 208, preferably,initializes all character and team H/L values to zero, where a H/L valueof zero represents a neutral emotion.

[0048] Next in step 804, the CPU 104 executes the action generator 204(FIG. 2) and the characteristic generator 206 (FIG. 2) to generate gameplay and game interactions. Game interactions typically includeinformation exchange between characters, as well as communication,observation, detection of sound, direct physical contact, and indirectphysical contact. For example, in one embodiment of the invention,character A and character B may interact and exchange information via aconversation. In another embodiment of the invention, character A mayreceive information via observations. For instance, character A mayobserve character B engaged in direct physical contact with character Cvia a fist fight, or character A may observe character B engagecharacter C in indirect physical contact via an exchange of weaponsfire. Alternatively, in another example, character A may observecharacter B interact with an “inanimate” object. For example, characterB moves a rock and discovers a weapons cache. In a further embodiment ofthe invention, character A may hear a communication between character Band character C. In yet another embodiment of the invention, character Amay engage in direct physical contact with character B. Finally, inanother embodiment of the invention, character A may engage in indirectphysical contact with character B. For example, character A maydischarge a weapon aimed at character B, or character A may receive firefrom character B's weapon. The above described game interactions aremeant as exemplary interactions, however, the scope of the presentinvention covers all types of interactions.

[0049] In step 806, the data table adjuster 208 modifies the character,species, and team H/L values based upon the game interaction. In a firstexample, referring to FIG. 7, character A has a −200 character H/L valuecorresponding to character B and a 750 character H/L value correspondingto character C. If character B communicates to character A thatcharacter B has healed character C, then the data table adjuster 208adjusts character A and character B's character H/L values. For example,after the communication with character B, character A's character H/Lvalue corresponding to character B may increase to −75. In other words,character A hates character B less than before the communication, sincecharacter B has healed a character strongly loved by character A, namelycharacter C. Further, character A and character B may communicate toother characters of the group that character B has healed character C.Consequently, other characters' H/L values corresponding to character Bare adjusted to reflect a new feeling towards character B. In thismanner of group interaction, the average behavior of the group has beenmodified.

[0050] In a second example, character A initially has a 800 characterH/L value corresponding to character B and a −50 character H/L valuecorresponding to character C. However, character A sees character C hitcharacter B, and thus character A's character H/L values are adjustedaccordingly. In this example, character A's character H/L valuecorresponding to character B increases to 850 because of feelings ofsympathy towards character B, and character A's character H/L valuecorresponding to character C may decrease to −200 due to an increasedhatred for character C. In addition, if character C then attackscharacter A, character A develops more hatred towards character C, andcharacter A's character H/L value corresponding to character C mayfurther decrease to −275. However, at some later time in the game, ifcharacter C communicates to character A useful information on theoperation of a weapon, then character A's character H/L valuecorresponding to character C may increase to −150.

[0051] In one embodiment of the invention, characters' H/L values may beadjusted based upon an averaging procedure. For example, if a group ofcharacters interact, then the characters' H/L values are adjusted basedupon averaging the group of characters' H/L values. More specifically,if three characters have a Nids species (FIG. 7) interaction, and ifcharacter A has a 100 Nids species H/L value (FIG. 7), character B has a−1000 Nids species H/L value, and character C has a 300 Nids species H/Lvalue, then after the interaction each character (character A, characterB, character C) has a −200 Nids species H/L value. The adjustment ofcharacters' H/L values based upon the averaging procedure is anexemplary embodiment of the invention and is not meant to restrict theinvention. In alternate embodiments, characters' H/L values may beadjusted based on other weighting methods or mathematical algorithms.

[0052] In step 808, each character's non-zero character, species, andteam H/L values modify the character's subsequent behavior. For example,character A's energy parameter 502 (FIG. 5) is less than character A'shunger point parameter 412 (FIG. 4), and consequently character A ishungry. Subsequently, character A sees an enemy character, for example,character B. Character A must choose between attacking character B orsearching for food. Referring back to the first example of step 806,since character A's character H/L value corresponding to character B hasbeen previously modified from −200 to −75, character A chooses to searchfor food instead of attacking character B. However, if character A'scharacter H/L value corresponding to character B had not been modifiedfrom −200 to −75 in step 806, then character A's hatred for character Boutweighs character A's desire to search for food, and character Aattacks character B. Thus, modifications to character A's character,species, and team H/L values via game interactions modify character A'ssubsequent behavior and game decisions. Similarly, as game interactionsmodify H/L values of a group of characters (step 806), the subsequentaverage behavior of the group is modified.

[0053] In step 810, the CPU 104 determines if the game user(s) havecompleted the game. If the CPU 104 determines that the game is complete,then the method ends. However if in step 810, the CPU 104 determinesthat the game is not complete, then the method continues at step 804.

[0054] The invention has been described above with reference to specificembodiments. It will, however, be evident that various modifications andchanges may be made thereto without departing from the broader spiritand scope of the invention as set forth in the appended claims. Theforegoing description and drawings are, accordingly, to be regarded inan illustrative rather than a restrictive sense.

What is claimed is:
 1. A method for modifying actions of a group ofcharacters, comprising the steps of: representing behavior via geneticattributes and emotional attributes; generating game interactionsbetween at least two characters from the group of characters; adjustingthe emotional attributes of the at least two characters based upon thegame interactions; and using the emotional attributes in conjunctionwith the genetic attributes to modify the behavior of the at least twocharacters.
 2. The method of claim 1, wherein the emotional attributesare represented numerically as hate/love (H/L) values.
 3. The method ofclaim 2, wherein a range of the numerical H/L values correspond to arange of emotions, the range of emotions spanning hatred to neutralityto unconditional love.
 4. The method of claim 1, wherein the step ofgenerating game interactions further comprises conducting acommunication between the at least two characters from the group ofcharacters.
 5. The method of claim 1, wherein the step of generatinggame interactions further comprises having one or more charactersobserving actions of other characters.
 6. The method of claim 1, whereinthe step of generating game interactions further comprises having adirect physical contact between the at least two characters from thegroup of characters.
 7. The method of claim 1, wherein the step ofgenerating game interactions further comprises having an indirectphysical contact between the at least two characters from the group ofcharacters.
 8. The method of claim 2, wherein the step of adjusting theemotional attributes further comprises averaging the H/L valuescorresponding to the at least two characters involved in the gameinteractions to produce adjusted H/L values corresponding to the atleast two characters involved in the game interactions.
 9. Anelectronic-readable medium having embodied thereon a program, theprogram being executable by a machine to perform method steps formodifying actions of a group of characters, the method steps comprising:representing behavior via genetic attributes and emotional attributes;generating game interactions between at least two characters from thegroup of characters; adjusting the emotional attributes of the at leasttwo characters based upon the game interactions; and using the emotionalattributes in conjunction with the genetic attributes to modify thebehavior of the at least two characters.
 10. The electronic-readablemedium of claim 9, wherein the emotional attributes are representednumerically as hate/love (H/L) values.
 11. The electronic-readablemedium of claim 10, wherein a range of the numerical H/L valuescorrespond to a range of emotions, the range of emotions spanning hatredto neutrality to unconditional love.
 12. The electronic-readable mediumof claim 9, wherein the step of generating game interactions furthercomprises conducting a communication between the at least two charactersfrom the group of characters.
 13. The electronic-readable medium ofclaim 9, wherein the step of generating game interactions furthercomprises having one or more characters observing actions of othercharacters.
 14. The electronic-readable medium of claim 9, wherein thestep of generating game interactions further comprises having a directphysical contact between the at least two characters from the group ofcharacters.
 15. The electronic-readable medium of claim 9, wherein thestep of generating game interactions further comprises having anindirect physical contact between the at least two characters from thegroup of characters.
 16. The electronic-readable medium of claim 10,wherein the step of adjusting the emotional attributes further comprisesaveraging the H/L values corresponding to the at least two charactersinvolved in the game interactions to produce adjusted H/L valuescorresponding to the at least two characters involved in the gameinteractions.
 17. An electronic system for modifying actions of a groupof characters, comprising: a processor; a data storage coupled to theprocessor for storing genetic attributes and emotional attributes; anaction generator executable by the processor for generating interactionsbetween at least two characters from the group of characters; and a datatable adjuster executable by the processor for adjusting the emotionalattributes of the at least two characters from the group of charactersbased upon the interactions.
 18. The electronic system of claim 17,wherein the action generator uses the emotional attributes and geneticattributes of the at least two characters from the group of charactersto determine behavior of the at least two characters from the group ofcharacters.
 19. The electronic system of claim 17, wherein the emotionalattributes are represented numerically as hate/love (H/L) values. 20.The electronic system of claim 17, wherein the interactions between theat least two characters include communications between the at least twocharacters.
 21. A system for modifying actions of a group of characters,comprising: means for representing behavior via genetic attributes andemotional attributes; means for generating interactions between at leasttwo characters from the group of characters; means for adjusting theemotional attributes of the at least two characters based upon theinteractions; and 41 means for using the emotional attributes inconjunction with the genetic attributes to modify the behavior of the atleast two characters.
 22. The system of claim 21, wherein the means forgenerating interactions includes a means for generating a communicationbetween the at least two characters from the group of characters. 23.The system of claim 21, wherein the means for adjusting the emotionalattributes includes a means for averaging the emotional attributescorresponding to the at least two characters involved in theinteractions to produce adjusted emotional attributes corresponding tothe at least two characters involved in the interactions.